20 lines
No EOL
432 B
GLSL
20 lines
No EOL
432 B
GLSL
#version 450
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec2 intTextCoords;
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layout(location = 0) out vec2 outTextCoords;
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layout(set = 0, binding = 0) uniform ProjUniform{
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mat4 matrix;
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} projUniform;
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layout(push_constant) uniform pc{
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mat4 modelMatrix;
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} push_constants;
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void main()
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{
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gl_Position = projUniform.matrix * push_constants.modelMatrix * vec4(inPos,1);
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outTextCoords = intTextCoords;
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} |